material textures/glass/dirty_window { noSelfShadow noshadows twosided translucent surfaceType "glass" forceoverlays sort decal { maskcolor map makealpha(textures/glass/dirty_window_mask1.tga) } { blend gl_dst_alpha, gl_one maskalpha program sfx/cubemap red Parm0 green Parm1 blue Parm2 } { blend filter map textures/glass/dirty_window2.tga } } material textures/glass/dirty_window_cockpit { noSelfShadow noshadows twosided translucent surfaceType "glass" forceoverlays sort 99 { maskcolor map makealpha(textures/glass/dirty_window_mask1.tga) } { blend gl_dst_alpha, gl_one maskalpha program sfx/cubemap red Parm0 green Parm1 blue Parm2 } { blend filter map textures/glass/dirty_window2.tga } } material window01 { noSelfShadow noshadows //twosided translucent surfaceType "glass" forceoverlays sort decal { maskcolor map makealpha(textures/glass/dirty_window_mask.tga) } { blend gl_dst_alpha, gl_one maskalpha program sfx/cubemap red Parm0 green Parm1 blue Parm2 } { blend filter map textures/glass/dirty_window.tga } } material window02 { noSelfShadow noshadows //twosided translucent surfaceType "glass" forceoverlays sort decal { maskcolor map makealpha(textures/glass/dirty_window_mask.tga) } { blend gl_dst_alpha, gl_one maskalpha program sfx/cubemap red Parm0 green Parm1 blue Parm2 } { blend filter map textures/glass/dirty_window.tga } } material window_cabinet { noSelfShadow noshadows //twosided translucent surfaceType "glass" forceoverlays sort decal { maskcolor map makealpha(textures/glass/dirty_window_mask1.tga) } { blend gl_dst_alpha, gl_one maskalpha program sfx/cubemap red Parm0 green Parm1 blue Parm2 } { blend filter map textures/glass/dirty_window1.tga } } material textures/glass/glass_floor_strogg { twosided useTemplate templates/windowglass_mask < textures/glass/glass_floor_strogg_d.tga, _flat, _white, 2, 1, 0.2 > { blend blend depthfunc less map textures/glass/glass_floor_strogg_dirt.tga } }